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  4. Monsters

All 29 Monsters and How to Survive Them in R.E.P.O.

Updated on November 1, 2026 (3 days ago)

R.E.P.O. is an online co-op horror game for up to six players. Your team explores creepy locations, picks up valuables with a beam-style tool and hauls them to the extraction point. Monsters roam those same places, and each one notices players in its own way, whether through sight, sound or how it's treated. Learning how each kind behaves is the key to surviving a run.

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Encounter Tier

1 star

8 items

Apex Predator

A toy duck follows the semibot’s camera and stays harmless until someone grabs or attacks it.

Encounter Tier
1 star
Health
150
Weight
0 (unliftable)
Orb Payout
$2,000–$3,000
Warning Signs
Duck-like calls; a toy duck follows the camera.
Attacks
Bites nearby players for 10 damage after it is grabbed or hit.
Can Be Stunned
Can be Stunned
Safest Response
Leave it alone while it only follows you. If you choose to kill it, stun it first or lure it onto an extraction point so the platform crushes it.

Bella

Bella rides an invisible tricycle and charges only when someone blocks her path or provokes her.

Encounter Tier
1 star
Health
200
Weight
9
Orb Payout
$2,200–$3,000
Warning Signs
A bell rings when you block her route.
Attacks
A ghost materializes and rams a player for 5 damage.
Can Be Stunned
Can be Stunned
Safest Response
Move out of her route and keep the cart and valuables out of the way. If she materializes, hide behind a wall or leave the room.

Elsa

Pet Elsa until she leaves; hurting her or ignoring her for about 15 seconds makes her transform and attack.

Encounter Tier
1 star
Health
600
Weight
Unliftable
Orb Payout
$2,300–$3,000
Warning Signs
Footsteps; a PET THE DOG! prompt appears the first time she spots you.
Attacks
Charges for 5–25 damage and swings for 5–30 while crouched. She turns aggressive if harmed or left unpetted for about 15 seconds.
Can Be Stunned
Can be Stunned
Safest Response
Keep petting her and do not hit her; she leaves when satisfied.

Gnome

Small pickaxe carriers attack valuables first, but a player can grab and throw them.

Encounter Tier
1 star
Health
20
Weight
0
Orb Payout
-
Warning Signs
Small footsteps; they often travel in groups of three or more.
Attacks
Swings a pickaxe at very close range in front of it for 10 damage.
Can Be Stunned
Cannot be Stunned
Safest Response
Grab one and throw it into the others. After the quota is met, keep walking back to the truck instead of stopping to fight respawns.

Peeper

A ceiling eye locks your camera and drains health until you break its line of sight or a teammate moves you.

Encounter Tier
1 star
Health
30
Weight
Unliftable
Orb Payout
$2,000–$4,000
Warning Signs
No footsteps; look for the eye attached to the ceiling.
Attacks
Locks one player in place; after 3 seconds it deals 2 damage per second.
Can Be Stunned
Cannot be Stunned
Safest Response
Break line of sight using the room layout. Ask a teammate to guide you or carry you while tumbled; do not try to hit it.

Shadow Child

Looking at Shadow Child starts a delayed attack; it teleports around the room and does not retaliate when struck.

Encounter Tier
1 star
Health
150
Weight
9
Orb Payout
$2,000–$5,000
Warning Signs
No footsteps; it laughs when it teleports.
Attacks
A gaze attack deals 50 damage and pulls the player toward it after a brief delay.
Can Be Stunned
Can be Stunned (a stun deals only 10 damage)
Safest Response
Look away and let it teleport. If you want to attack it, approach while facing away and turn only when close.

Spewer

Spewer spits bile and can cling to a player, who then vomits during the run.

Encounter Tier
1 star
Health
65
Weight
4
Orb Payout
$1,000–$4,000
Warning Signs
No footsteps, but it makes a constant gurgling noise.
Attacks
Bile hits deal 10 damage. Its cling attack does no immediate damage but attaches for just under a minute.
Can Be Stunned
Can be Stunned
Safest Response
Step back to avoid bile and use cover. If it clings to a teammate, keep that player away from valuables and the rest of the group until it detaches.

Tick

Each energy drain adds 10 health to Tick; killing it afterward creates a zone that heals nearby players.

Encounter Tier
1 star
Health
10 + 10 per energy drain
Weight
0
Orb Payout
-
Warning Signs
Footsteps; it grows larger each time it drains energy.
Attacks
Drains 10 health and gains 10 health for each energy drain.
Can Be Stunned
Can be Stunned
Safest Response
Do not pick it up casually. If it attaches, smash it into a wall or floor quickly; after it has drained energy, kill it to create a shared healing area.

Encounter Tier

2 stars

13 items

Animal

An unpredictable six-legged creature that damages anything in its spinning path, including valuables.

Encounter Tier
2 stars
Health
150
Weight
4
Orb Payout
$2,000–$4,300
Warning Signs
Footsteps; it begins thrashing and moving erratically when provoked.
Attacks
During its rampage, contact with it deals 2 damage.
Can Be Stunned
Can be Stunned
Safest Response
Move valuables and the cart away from its path. Hide on high furniture or let it run itself out; two players can lift it if needed.

Banger

Bangers usually hunt in trios and explode ten seconds after their fuses ignite.

Encounter Tier
2 stars
Health
50
Weight
0
Orb Payout
-
Warning Signs
Bone rattling and a lit fuse; Bangers usually move in groups of three.
Attacks
Explodes 10 seconds after its fuse lights for 30 damage.
Can Be Stunned
Can be Stunned
Safest Response
Back away once the fuse lights. If you want to use it against another monster, grab and throw it before it escapes your hold.

Birthday Boy

Popping one of Birthday Boy’s balloons draws him to that spot, and he can crawl under cover.

Encounter Tier
2 stars
Health
150
Weight
4
Orb Payout
$2,200–$2,900
Warning Signs
Footsteps and red balloons placed around the level; any collision can pop a balloon.
Attacks
Charges and swings for 10 damage; while crouched, it crawls and hits for 10.
Can Be Stunned
Can be Stunned
Safest Response
Do not pop the balloons. If one breaks, run in zigzags around corners until it loses interest.

Bowtie

Its gust pushes players and valuables away, while its slow charge can still knock you into hazards.

Encounter Tier
2 stars
Health
200
Weight
7
Orb Payout
$3,000–$7,000
Warning Signs
Loud footsteps; it faces you before blowing a gust.
Attacks
A forward gust pushes players and valuables; collisions deal 5 damage. Its charge deals 5 damage.
Can Be Stunned
Can be Stunned
Safest Response
Hide behind solid cover and keep valuables outside the gust path. With a weapon or at least 7 Strength, attack from behind.

Chef

Chef telegraphs a knife charge, then pauses after it misses, giving you time to dodge or strike.

Encounter Tier
2 stars
Health
150
Weight
9
Orb Payout
$2,000–$5,000
Warning Signs
A croak and raised knives signal its charge.
Attacks
Spins knives for 10 damage per hit and charges in a straight line for 10 per hit.
Can Be Stunned
Can be Stunned
Safest Response
Sidestep as soon as it raises its knives, then attack during the roughly 3-second recovery after it misses.

Gambit

Gambit captures a player for a roulette result that can heal, deal damage, or leave them near death.

Encounter Tier
2 stars
Health
150
Weight
9
Orb Payout
$3,500–$4,400
Warning Signs
Footsteps; it walks toward you before forcing a roulette spin.
Attacks
Captures a player and forces roulette: yellow gives a $5,000 bag, red deals 50 damage, green heals 25, white fully heals, and black leaves 1 health.
Can Be Stunned
Can be Stunned
Safest Response
Run or hide before it reaches you. If captured, the roulette result is forced, so avoid entering the encounter at low health.

Head Grab

It can wear a dead teammate’s head, then attack the player whose death camera it can see.

Encounter Tier
2 stars
Health
150
Weight
4
Orb Payout
$3,500–$4,400
Warning Signs
Footsteps; after a teammate dies, watch for it wearing their head.
Attacks
Punches for 5–10 damage. When it carries a dead player’s head, it targets the player watching that death camera.
Can Be Stunned
Can be Stunned
Safest Response
The player in the death camera should switch targets to split its attention. If you need to stop it, use two players to lift it or extend your grab range.

Heart Hugger

This stationary plant draws players in and crushes them, so leave its reach and rescue teammates.

Encounter Tier
2 stars
Health
300
Weight
9
Orb Payout
$3,500–$4,500
Warning Signs
No footsteps; it stays rooted in place and pulls nearby players toward it.
Attacks
Charms a nearby player inward, then crushes them for 30 damage.
Can Be Stunned
Can be Stunned
Safest Response
Stay outside its pull radius. If it catches a teammate, grab them and pull them free.

Hidden

An invisible runner marked by black footprints can carry a player across the map.

Encounter Tier
2 stars
Health
100
Weight
4
Orb Payout
$3,500–$7,000
Warning Signs
Loud breathing and black footprints reveal its path, but its body is invisible.
Attacks
Grabs a player and carries them far away; the grab itself deals 0 damage.
Can Be Stunned
Can be Stunned
Safest Response
If a teammate is carried, grab either the teammate or Hidden to release them. Traps on its route can also stop it.

Mentalist

Its aura lifts players and valuables before slamming them down; teammates can pull a floating player free.

Encounter Tier
2 stars
Health
150
Weight
4
Orb Payout
$3,000–$6,000
Warning Signs
No footsteps; listen for its floating sound.
Attacks
Lifts nearby players and valuables without damage, then slams them for 50 damage.
Can Be Stunned
Can be Stunned
Safest Response
Stay outside its aura and pull a lifted teammate free with your grab. If you attack, approach from behind.

Oogly

Bright light and plasma lines mark Oogly’s sight area, and entering it can trigger a damaging grab.

Encounter Tier
2 stars
Health
200
Weight
9
Orb Payout
$3,500–$4,500
Warning Signs
Brightly lit rooms and visible plasma lines show where it can see.
Attacks
Grabs a player for about 5 seconds and deals 4 damage per second.
Can Be Stunned
Can be Stunned
Safest Response
Avoid the illuminated area and leave the room when possible; it may be out of reach on the ceiling.

Rugrat

Rugrat targets players carrying valuables and throws those objects, so set them down when it appears.

Encounter Tier
2 stars
Health
150
Weight
4
Orb Payout
$2,000–$4,000
Warning Signs
Footsteps; it moves toward players carrying valuables.
Attacks
Throws valuables at players; damage depends on the weight of the thrown item.
Can Be Stunned
Can be Stunned
Safest Response
Set valuables down and stay with an empty-handed teammate. Two players can lift it, and grabbing a thrown valuable can block its attack.

Upscream

It quickly grabs and throws players; longer reach or open ground away from pits helps keep you safe.

Encounter Tier
2 stars
Health
50
Weight
4
Orb Payout
$2,000–$4,000
Warning Signs
Footsteps; it patrols quickly and shouts before throwing a player.
Attacks
Throws nearby players for 10 damage.
Can Be Stunned
Can be Stunned
Safest Response
Keep away from pits and extend your grab range before fighting it. If you cannot kill it, stay with a group.

Encounter Tier

3 stars

8 items

Cleanup Crew

Its thrown explosive head can leave toxic gas, and a dead attached head may still explode.

Encounter Tier
3 stars
Health
350
Weight
13
Orb Payout
$5,700–$7,400
Warning Signs
Footsteps; watch for its detached explosive head.
Attacks
Throws an explosive head with distance-based blast damage, impact damage, and toxic gas (15 damage per second). Its body can burst at close range for 20 damage.
Can Be Stunned
Can be Stunned
Safest Response
Move away from the head and keep valuables and orbs clear of its blast. If fighting it, grab a leg to topple it; retreat from the head after it dies.

Clown

Its broad laser sweep is telegraphed by a laugh; a kick follows when the beam is on cooldown.

Encounter Tier
3 stars
Health
250
Weight
13
Orb Payout
$5,000–$8,000
Warning Signs
Very loud footsteps and a laugh before the beam sweep.
Attacks
Sweeps a beam across the front for 100 damage; kicks at close range for 60.
Can Be Stunned
Can be Stunned
Safest Response
Use solid cover. If the beam is about to fire, crouch when standing or jump if already crouched; move the cart out of its path.

Headman

A floating face attacks when it sees you, and its quiet movement makes the occasional teeth click important.

Encounter Tier
3 stars
Health
250
Weight
13
Orb Payout
$4,000–$8,000
Warning Signs
No footsteps; listen for occasional teeth clicking.
Attacks
Bites players in front for 50 damage.
Can Be Stunned
Can be Stunned
Safest Response
Run through a doorway into a different room and break line of sight. Crouch and check before entering its view.

Huntsman

The blind gunman tracks sound, including footsteps, voice chat, and text chat, so stay quiet near him.

Encounter Tier
3 stars
Health
250
Weight
9
Orb Payout
$3,000–$7,000
Warning Signs
Footsteps; the blind gunman reacts to movement, voice chat, and text chat.
Attacks
Fires a long-range gun for 100 damage.
Can Be Stunned
Can be Stunned
Safest Response
Stop moving and stay silent when it is near. Crouch-walk if you must move, then attack from cover while it reloads.

Loom

Hands at the screen edges warn that Loom has locked on; keep moving and dodge its reaching grab.

Encounter Tier
3 stars
Health
500
Weight
13
Orb Payout
$5,500–$7,500
Warning Signs
No footsteps; targeted players see hands at both screen edges.
Attacks
Reaches out and pinches for 100 damage, including when the player is crouched.
Can Be Stunned
Can be Stunned
Safest Response
Keep moving and use a crouch-run to dodge its short reach. Sprint away after it misses.

Reaper

Its rotating arms block close attacks, so flank it when idle or break line of sight through a door.

Encounter Tier
3 stars
Health
250
Weight
9
Orb Payout
$6,000–$8,000
Warning Signs
Footsteps are very quiet, so it can appear suddenly from behind a barrier.
Attacks
Charges while spinning its arms; each hit deals 10 damage.
Can Be Stunned
Can be Stunned
Safest Response
Approach from behind while it is idle. Do not attack the spinning arms; use a doorway to break pursuit if the approach fails.

Robe

Robe tracks sound and can speed up if you look at it; keep your gaze away and avoid noisy movement.

Encounter Tier
3 stars
Health
250
Weight
13
Orb Payout
$5,000–$8,000
Warning Signs
Almost no footsteps; it hears noise and gets faster when you meet its gaze.
Attacks
Shouts and charges for 100 damage; it can crouch under cover and hit for 50.
Can Be Stunned
Can be Stunned
Safest Response
Do not look at it or make noise. Use deep cover to avoid its crouching reach; flee if you lack a stun tool and heavy weapon.

Trudge

The heavy giant slams and pulls nearby players and valuables inward, so give it space and avoid low hiding spots.

Encounter Tier
3 stars
Health
500
Weight
13
Orb Payout
$5,000–$8,000
Warning Signs
Loud footsteps and a dragging weapon.
Attacks
Slams for 100 damage, then pulls in nearby players and valuables before an explosion and collision for 100 damage. Bites hidden players for 50 damage.
Can Be Stunned
Can be Stunned
Safest Response
Leave the room instead of hiding nearby. If you must pass, refill stamina and sprint across its pull rather than toward it; only attack when prepared.

What the R.E.P.O. Monster Danger Levels Mean

Every monster has a danger level from one star to three stars. The rating is a rough guide to how risky a monster is to run into. Lower-level monsters are mostly a nuisance you can dodge or ignore once you know their habits, while higher-level ones can seriously hurt or trap a player.

The stars don't tell the whole story, though. A low-rated monster can be harmless until you bother it, so how each one behaves matters just as much as its rating.

How R.E.P.O. Monsters Notice Players

Most monsters rely on one main sense to find you, which is why the same trick doesn't work on every one. The Robe reacts to noise, and meeting its gaze makes it speed up before it shouts and charges. The Shadow Child works differently, since looking at it starts a delayed attack that pulls you toward it for heavy damage. It also teleports around the room, so you can't count on it staying put.

Sound matters most to the Huntsman. It is blind but has excellent hearing, so jumping, talking, running or dropping items can give you away.

The Headman floats without a sound, but listen for the clicking of its teeth, since that's what gives it away. It bites as soon as it sees you.

Which R.E.P.O. Monsters Are Safe to Ignore

Some monsters only turn dangerous when you bother them, which makes them easy to leave alone once you know the rules. The Apex Predator looks like a toy duck and follows you around, wanting to be picked up. It bites when it's grabbed or hit, so if you ignore it, it stays harmless.

Birthday Boy is harmless unless you pop its balloons. Then it enters a close-range frenzy and can crawl under cover to reach you, so leave the balloons alone. Elsa, the dog, starts out friendly, but if she's neglected long enough, she turns into an aggressive beast, so keep petting her.

The Tick is harmless until you pick it up. Then it latches on and drains your health, so smash it into a wall or the floor quickly.

Bella is the one to watch. She stays hidden until someone blocks her path or provokes her, and her bell rings when you block her route. Stay out of her way and she stays hidden.

How to Deal With R.E.P.O. Monsters

Getting out of view is the simplest tool, since many monsters can only act when they can see you. A corner or a big object between you and the monster can keep you hidden. Keeping your eyes off the Robe keeps it from speeding up and coming after you, and even a door can throw off the Reaper, which charges and slashes once it spots you but loses track of you quickly.

Sound needs an answer of its own, so stay quiet around the Huntsman and the Robe. When the Headman is close, slip through a doorway to break its line of sight.

Many monsters can be avoided once you learn their pattern. The Trudge moves slowly, so getting out of its way is usually better than trading hits. The Chef raises its knives before charging in a straight line, and if it misses, it pauses, which gives you a chance to get clear.

Bowtie's gust can shove players and valuables back, even off ledges, so keep clear of edges when one is near. The level can do some of the work for you too. Pits can take care of some monsters, and the Apex Predator can be lured onto an extraction point, where the platform crushes it.

The Banger deserves its own note. It roams in groups and explodes a few seconds after its fuse lights, so back away once you see the spark. If you grab one, you have only a moment to throw it.

Which R.E.P.O. Monsters Are the Most Dangerous

The Clown, Headman, Loom, Robe and Trudge are the ones that most need your attention, and each one is dangerous for its own reason. The Clown laughs, then sweeps a horizontal laser across the room. The Trudge slams its mace to pull you in, then sets off an explosive shock.

The Loom locks onto a single player, and hands at the edges of your screen show it has found you. Keep moving to dodge its reach. The Headman and the Robe are the two most likely to catch you off guard, since both can close in before you notice.

What Happens When a Monster Catches You

Some monsters are more about where you end up than how much damage they do. The Hidden is nearly invisible, and once it grabs you, it drags you across the map. The Upscream moves fast and screams at players. Once it spots you, it shouts, grabs you and throws you, which is dangerous near a pit.

The Oogly uses bright light and plasma lines to mark where it can see. A player who walks into them gets grabbed and tossed around. The Mentalist drifts slowly and lifts players inside an anti-gravity dome before slamming them down, and nearby loot can get pulled up too.

The Heart Hugger is a plant that stays rooted in one spot. It pulls nearby players in and crushes them, so keep your distance. If you do get caught, a teammate can pull you away.

The Peeper locks you in place once its eye sees you and forces you to look at it. Getting out of its line of sight shakes it off.

FAQ

Q.

How can you tell a monster is close?

Most monsters give you a warning if you know what to listen and look for. The Clown's heavy footsteps warn you it's near, and the Shadow Child's laughter signals that it's nearby. The Hidden gives itself away with dark fog when it exhales and with its footprints.

Q.

What happens if a Gambit grabs you?

When the Gambit grabs you, it forces a wheel spin. Depending on where it lands, the wheel can restore your health, pay out money or take health away, and the worst results can leave you with almost none. The result is forced once it's holding you, so keep your distance, especially when your health is low.

Q.

Can you kill the Shadow Child?

Yes, but not with one quick hit, and a stun does far less to it than to other monsters. The safer approach is to walk up while facing away and turn only when you're close, so its gaze attack doesn't have time to start.

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  • WeaponsGuns, melee tools, grenades, mines and staffs in R.E.P.O., with how to buy them, keep them charged and choose the right one for each monster you face.
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